The Handle Component is a new IK tool designed for manipulating groups of bones. Whereas the previous IK tools only allowed for a single end-affector per bone chain, this new method allows for several end-affectors per bone. Furthermore, the bones need not be a chain. Any setup, including branches, are handled.
One typical example is the use of motion capture data. In higher-end systems, you could have a cloud of marker positions and a skeleton to be driven by it.
This Handle Component works in tandem with the Handle CHOP. The following setup is commonly used: Given a hierarchy of bones, attach one or more Handle Components to specific locations on each Bone Component. Assign each handle a target in space to follow. Create a Handle CHOP which collects this information and calculates the rotation channels for the bones. Export these values back to the bones.
Parameters - Handle Page
target - Where the Handle will pull the bone towards (like an end-affector).
t - ⊞ - Displacement tx,ty,tz relative to the origin of the bone where the handle is anchored.
weight - When multiple handles are attached to a bone, higher weighted handles draw closer to their target.
twistonly - When enabled the handle only contributes the the z rotation of the bone, when disabled it points the bone (rx, ry, and rz).
falloff - This value affects how much parent bones are affected when the child bone is reaching a target. It affects the flexibility of the chain.
Rotation Limits X
dorxlimit - These affects how much the bone is allowed to rotate with respect to its parent.
lrx - ⊞ - Set the minimum and maximum rotation range in X axis.
Rotation Limits Y
dorylimit - These affects how much the bone is allowed to rotate with respect to its parent.
lry - ⊞ - Set the minimum and maximum rotation range in Y axis.
Rotation Limits Z
dorzlimit - These affects how much the bone is allowed to rotate with respect to its parent.
lrz - ⊞ - Set the minimum and maximum rotation range in Z axis.
Parameters - Render Page
material - Selects a MAT to apply to the geometry inside.
drawpriority - Determines the order in which the Components are drawn. Smaller values get drawn after (on top of) larger values.
pickpriority - When using a Render Pick CHOP or a Render Pick DAT, there is an option to have a 'Search Area'. If multiple objects are found within the search area, the pick priority can be used to select one object over another. A higher value will get picked over a lower value. This does not affect draw order, or objects that are drawn over each other on the same pixel. Only one will be visible for a pick per pixel.
wcolor - ⊞ - Use the R, G, and B fields to set the Component's color when displayed in wireframe shading mode.
lightmask - By default all lights used in the Render TOP will affect geometry renderer. This parameter can be used to specify a sub-set of lights to be used for this particular geometry. The lights must be listed in the Render TOP as well as this parameter to be used.
Parameters - Extensions Page
The Extensions parameter page sets the component's python extensions. Please see extensions for more information.
reinitextensions - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.
Extension Object 1
extension1 - A number of class instances that can be attached to the component.
Extension Name 1
extname1 - Optional name to search by, instead of the instance class name.
Promote Extension 1
promoteextension1 - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the
.ext member. Example:
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